Re: MugenHook - upgrade your M.U.G.E.N!

Lol I was testing only with kfm thats why I didn't noticed, and it is like you said, it works, but it's still reading the defined animation with the other character sprites. Is there a way to "automate" the process?

Re: MugenHook - upgrade your M.U.G.E.N!

Nice extension man.Its possible to set global animations for the portraits? Like instead of defining animations for each character, just define a default one since most of the characters use the same animation number for the win animation. Other than that it would be good to have a option to use the default mugen cursor sounds together with a custom sound or just use the default sounds+the animations since bHookAnimatedPortraits rely on bHookCursorTable to work.

I've noticed crashing while creating new animations as well, particularly in text mode.

Same here.

Getting the same issues as above and when adding an animation.

Same here.If I play an animation before creating a new one ff crash, and the problem with deleting or cutting big chunks of code still persists if there is, for some reason, more than one skipped line separating the code.

Re: How do I make POTS styled characters?

Besides the mechanics and code, it's very important to at least understand framedata, how collision boxes work and fighting games in general if you want to create a decent char. If you want to make a character that resembles their behavior on a official game you have to understand how he/she works there too.Pots template is very friendly code wise, but most of people who tries it fail, since it seens that they don't even know what they are doing and I am including myself in my first release.